Warning after destroying gameobject with FSM attached

Forums 💬 NodeCanvas ⚙️ Support Warning after destroying gameobject with FSM attached

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  • #15685
    ccfoo242
    Participant

      I’m seeing this warning sometimes when destroying a gameobject that has an FSM owner attached:

      (Execution Warning): UpdateGraph called in a non-running, non-paused graph. StartGraph() or StartBehaviour() should be called first.

      UnityEngine.Logger:Log (UnityEngine.LogType,string,object,UnityEngine.Object)

      ParadoxNotion.Services.Logger:ForwardToUnity (UnityEngine.LogType,object,string,object) (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/Logger.cs:116)

      ParadoxNotion.Services.Logger:Internal_Log (UnityEngine.LogType,object,string,object) (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/Logger.cs:108)

      ParadoxNotion.Services.Logger:LogWarning (object,string,object) (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/Logger.cs:55)

      NodeCanvas.Framework.Graph:UpdateGraph (single) (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Graphs/Graph.cs:686)

      NodeCanvas.Framework.Graph:UpdateGraph () (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Graphs/Graph.cs:677)

      ParadoxNotion.Services.MonoManager:Update () (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/MonoManager.cs:98)

      Is there something I should be doing before calling Destroy?

      #15690
      Gavalakis
      Keymaster

        Hello,

        Hmm. Are you destroying the FSMOwner gameobject from within the graph itself or externally from code?

        #15689
        ccfoo242
        Participant

          From code. I have an action that handles when certain gameobjects are deleted (runs an animation and when that is complete it destroys the gameobject). So I should do the destroy from the graph?

          #15688
          Gavalakis
          Keymaster

            Hello,

            There should not be a problem destroying the gameobject from code at all (quite the contrary). Is there any reproduction steps that you can provide please? I’ve tried replicating but I wasn’t able to do so.

            Thank you!

            #15687
            ccfoo242
            Participant

              [quote quote=16230]Hello, There should not be a problem destroying the gameobject from code at all (quite the contrary). Is there any reproduction steps that you can provide please? I’ve tried replicating but I wasn’t able to do so. Thank you! [/quote]

              I’ll see what I can come up with. It involves a grid of 81 (9×9) gameobjects, each running a copy of the fsm and maybe 6 might get deleted at a time (match 3 game). I’ll try to narrow it down.

              #15686
              porters25
              Participant

                Deleted

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